📄 vehicle.cpp
字号:
void Vehicle::DriverUse
(
Event *ev
)
{
Event *event;
Entity *other;
Sentient *sent;
other = ev->GetEntity( 1 );
if ( !other || !other->isSubclassOf( Sentient ) )
{
return;
}
sent = ( Sentient * )other;
if ( driver )
{
int height;
int ang;
Vector angles;
Vector forward;
Vector pos;
float ofs;
trace_t trace;
if ( other != driver )
{
return;
}
if ( locked )
return;
//
// place the driver on the ground
//
ofs = size.length() * 0.5f;
for ( height = 0; height < 100; height += 16 )
{
for ( ang = 0; ang < 360; ang += 30 )
{
angles[ 1 ] = driver->worldangles[ 1 ] + ang + 90;
angles.AngleVectors( &forward, NULL, NULL );
pos = worldorigin + (forward * ofs);
pos[2] += height;
trace = G_Trace( pos, driver->mins, driver->maxs, pos, NULL, MASK_PLAYERSOLID, "Vehicle::DriverUse 1" );
if ( !trace.allsolid )
{
Vector end;
end = pos;
end[ 2 ] -= 128;
trace = G_Trace( pos, driver->mins, driver->maxs, end, NULL, MASK_PLAYERSOLID, "Vehicle::DriverUse 2" );
if ( trace.fraction < 1.0f )
{
driver->setOrigin( pos );
goto foundpos;
}
}
}
}
return;
foundpos:
turnimpulse = 0;
moveimpulse = 0;
jumpimpulse = 0;
//driver->unbind();
event = new Event( EV_Vehicle_Exit );
event->AddEntity( this );
driver->ProcessEvent( event );
if ( hasweapon )
{
driver->takeWeapon( weaponName.c_str() );
}
if ( drivable )
{
edict->s.sound = 0;
RandomSound( "snd_dooropen", 1, CHAN_BODY );
RandomSound( "snd_stop", 1, CHAN_VOICE );
driver->setSolidType( SOLID_BBOX );
}
driver = NULL;
//if ( drivable )
// setMoveType( MOVETYPE_NONE );
}
else
{
driver = ( Sentient * )other;
lastdriver = driver;
if ( drivable )
setMoveType( MOVETYPE_VEHICLE );
if ( hasweapon )
{
Weapon *weapon;
weapon = driver->giveWeapon( weaponName.c_str() );
if ( weapon )
{
driver->ForceChangeWeapon( weapon );
}
else
{
return;
}
}
if ( drivable )
{
RandomSound( "snd_doorclose", 1, CHAN_BODY );
RandomSound( "snd_start", 1, CHAN_VOICE );
driver->setSolidType( SOLID_NOT );
}
event = new Event( EV_Vehicle_Enter );
event->AddEntity( this );
if ( driveranim.length() )
event->AddString( driveranim );
driver->ProcessEvent( event );
//driver->bind( this );
//offset = other->origin;
offset = other->worldorigin - worldorigin;
flags |= FL_POSTTHINK;
SetDriverAngles( worldangles + seatangles );
}
}
qboolean Vehicle::Drive
(
usercmd_t *ucmd
)
{
Vector i, j, k;
if ( !driver || !driver->isClient() )
{
return false;
}
if ( !drivable )
{
driver->client->ps.pmove.pm_type = PM_INVEHICLE;
ucmd->forwardmove = 0;
ucmd->sidemove = 0;
return false;
}
driver->client->ps.pmove.pm_type = PM_LOCKVIEW;
driver->client->ps.pmove.pm_flags |= PMF_NO_PREDICTION;
moveimpulse = ( ( float )ucmd->forwardmove ) * 3;
turnimpulse = ( ( float )-ucmd->sidemove ) * 0.5;
jumpimpulse = ( ( float )ucmd->upmove * gravity ) / 350;
if ( ( jumpimpulse < 0 ) || ( !jumpable ) )
jumpimpulse = 0;
turnimpulse += 2*angledist( SHORT2ANGLE( ucmd->angles[ 1 ] ) - driver->client->resp.cmd_angles[ 1 ] );
return true;
}
void Vehicle::Postthink
(
void
)
{
float turn;
Vector i, j, k;
int index;
trace_t trace;
Vector normalsum;
int numnormals;
Vector temp;
Vector pitch;
Vector roll;
VehicleBase *v;
VehicleBase *last;
float drivespeed;
if ( drivable )
{
currentspeed = moveimpulse / 10;
turnangle = turnangle * 0.25f + turnimpulse;
if ( turnangle > maxturnrate )
{
turnangle = maxturnrate;
}
else if ( turnangle < -maxturnrate )
{
turnangle = -maxturnrate;
}
else if ( fabs( turnangle ) < 2 )
{
turnangle = 0;
}
temp[ PITCH ] = 0;
temp[ YAW ] = angles[ YAW ];
temp[ ROLL ] = 0;
temp.AngleVectors( &i, &j, &k );
j = vec_zero - j;
//
// figure out what our orientation is
//
numnormals = 0;
for ( index = 0; index < 4; index++ )
{
Vector start, end;
Vector boxoffset;
boxoffset = Corners[ index ];
start = worldorigin + i * boxoffset[0] + j * boxoffset[1] + k * boxoffset[2];
end = start;
end[ 2 ] -= maxtracedist;
trace = G_Trace( start, vec_zero, vec_zero, end, NULL, MASK_SOLID, "Vehicle::PostThink Corners" );
if ( trace.fraction != 1.0f && !trace.startsolid )
{
normalsum += Vector( trace.plane.normal );
numnormals++;
}
}
if ( numnormals > 1 )
{
temp = normalsum * ( 1.0f/ numnormals );
temp.normalize();
i = temp.CrossProduct( temp, j );
pitch = i;
// determine pitch
angles[ 0 ] = (pitch.toPitch());
}
turn = turnangle * ( 1.0f / 200.0f );
if ( groundentity )
{
float dot;
Vector newvel;
Vector flatvel;
velocity[ 0 ] *= 0.925f;
velocity[ 1 ] *= 0.925f;
flatvel = Vector( orientation[ 0 ] );
velocity += flatvel * currentspeed;
flatvel[ 2 ] = 0;
dot = velocity * flatvel;
if ( dot > speed )
{
dot = speed;
}
else if ( dot < -speed )
{
dot = -speed;
}
else if ( fabs( dot ) < 20.0f )
{
dot = 0;
}
newvel = flatvel * dot;
velocity[ 0 ] = newvel[ 0 ];
velocity[ 1 ] = newvel[ 1 ];
velocity[ 2 ] += dot * jumpimpulse;
avelocity *= 0.05;
if ( steerinplace )
{
if ( dot < 350 )
dot = 350;
avelocity.y += turn * dot;
}
else
{
avelocity.y += turn * dot;
}
}
else
{
avelocity *= 0.1;
}
angles += avelocity * FRAMETIME;
setAngles( angles );
}
drivespeed = velocity * Vector( orientation[ 0 ] );
if ( drivable && driver )
{
Event * event;
event = new Event( EV_RandomEntitySound );
if ( currentspeed > 0 )
event->AddString( "snd_forward" );
else if ( currentspeed < 0 )
event->AddString( "snd_backward" );
else
event->AddString( "snd_idle" );
ProcessEvent( event );
}
i = Vector( orientation[ 0 ] );
j = Vector( orientation[ 1 ] );
k = Vector( orientation[ 2 ] );
if ( driver )
{
Player * player;
player = ( Player * )( Sentient * )driver;
player->setOrigin( worldorigin + i * driveroffset[0] + j * driveroffset[1] + k * driveroffset[2] );
if ( drivable )
{
player->velocity = vec_zero;
player->setAngles( angles );
player->v_angle = angles;
player->v_angle[ PITCH ] = player->v_angle[ PITCH ];
}
}
last = this;
while( last->vlink )
{
v = last->vlink;
v->setOrigin( worldorigin + i * v->offset.x + j * v->offset.y + k * v->offset.z );
v->avelocity = avelocity;
v->velocity = velocity;
v->angles[ ROLL ] = angles[ ROLL ];
v->angles[ YAW ] = angles[ YAW ];
v->angles[ PITCH ] = (int)( v->angles[ PITCH ] + (drivespeed/4) ) % 360;
if ( v->isSubclassOf( FrontWheels ) )
{
v->angles += Vector( 0, turnangle, 0 );
}
v->setAngles( v->angles );
last = v;
}
CheckWater();
WorldEffects();
// save off last origin
last_origin = worldorigin;
if ( !driver && !velocity.length() && groundentity && !( watertype & CONTENTS_LAVA ) )
{
flags &= ~FL_POSTTHINK;
if ( drivable )
setMoveType( MOVETYPE_NONE );
}
}
void Vehicle::VehicleTouched
(
Event *ev
)
{
Entity *other;
float speed;
Vector delta;
Vector dir;
other = ev->GetEntity( 1 );
if ( other == driver )
{
return;
}
if ( other == world )
{
return;
}
if ( drivable && !driver )
{
return;
}
delta = worldorigin - last_origin;
speed = delta.length();
if ( speed > 2 )
{
RandomGlobalSound( "vehicle_crash" );
dir = delta * ( 1 / speed );
other->Damage( this, lastdriver, speed * 8, worldorigin, dir, vec_zero, speed*15, 0, MOD_VEHICLE, -1, -1, 1.0f );
}
}
void Vehicle::VehicleBlocked
(
Event *ev
)
{
Entity *other;
float speed;
float damage;
Vector delta;
Vector newvel;
Vector dir;
return;
if ( !velocity[0] && !velocity[1] )
return;
other = ev->GetEntity( 1 );
if ( other == driver )
{
return;
}
if ( other->isSubclassOf( VehicleBase ) )
{
delta = other->worldorigin - worldorigin;
delta.normalize();
newvel = vec_zero - ( velocity) + ( other->velocity * 0.25 );
if ( newvel * delta < 0 )
{
velocity = newvel;
delta = velocity - other->velocity;
damage = delta.length()/4;
}
else
{
return;
}
}
else if ( ( velocity.length() < 350 ) )
{
other->velocity += velocity*1.25f;
other->velocity[ 2 ] += 100;
damage = velocity.length()/4;
}
else
{
damage = other->health + 1000;
}
// Gib 'em outright
speed = fabs( velocity.length() );
dir = velocity * ( 1 / speed );
other->Damage( this, lastdriver, damage, worldorigin, dir, vec_zero, speed, 0, MOD_VEHICLE, -1, -1, 1.0f );
}
Sentient *Vehicle::Driver
(
void
)
{
return driver;
}
qboolean Vehicle::IsDrivable
(
void
)
{
return drivable;
}
void Vehicle::SetSpeed
(
Event *ev
)
{
speed = ev->GetFloat( 1 );
}
void Vehicle::SetTurnRate
(
Event *ev
)
{
maxturnrate = ev->GetFloat( 1 );
}
float Vehicle::SetDriverPitch
(
float pitch
)
{
return 0;
}
CLASS_DECLARATION( Vehicle, DrivableVehicle, "script_drivablevehicle" );
ResponseDef DrivableVehicle::Responses[] =
{
{ &EV_Damage, ( Response )Entity::DamageEvent },
{ &EV_Killed, ( Response )DrivableVehicle::Killed },
{ NULL, NULL }
};
DrivableVehicle::DrivableVehicle()
{
drivable = true;
flags |= FL_SPARKS|FL_DIE_TESSELATE|FL_DIE_EXPLODE|FL_DARKEN;
}
void DrivableVehicle::Killed(Event *ev)
{
Entity * ent;
Entity * attacker;
Vector dir;
Event * event;
const char * name;
int num;
VehicleBase *last;
takedamage = DAMAGE_NO;
setSolidType( SOLID_NOT );
hideModel();
attacker = ev->GetEntity( 1 );
//
// kill the driver
//
if ( driver )
{
Vector dir;
SentientPtr sent;
Event * event;
velocity = vec_zero;
sent = driver;
event = new Event( EV_Use );
event->AddEntity( sent );
ProcessEvent( event );
dir = sent->worldorigin - worldorigin;
dir[ 2 ] += 64;
dir.normalize();
sent->Damage( this, this, sent->health*2, worldorigin, dir, vec_zero, 50, 0, MOD_VEHICLE, -1, -1, 1.0f );
}
if (flags & FL_DIE_TESSELATE)
{
dir = worldorigin - attacker->worldorigin;
TesselateModel
(
this,
tess_min_size,
tess_max_size,
dir,
ev->GetInteger( 2 ),
tess_percentage,
tess_thickness,
vec3_origin
);
ProcessEvent( EV_BreakingSound );
}
if (flags & FL_DIE_EXPLODE)
{
CreateExplosion( worldorigin, 150*edict->s.scale, edict->s.scale * 2, true, this, this, this );
}
if (flags & FL_DIE_GIBS)
{
setSolidType( SOLID_NOT );
hideModel();
CreateGibs( this, -150, edict->s.scale, 3 );
}
//
// kill all my wheels
//
last = this;
while( last->vlink )
{
last->vlink->PostEvent( EV_Remove, 0 );
last = last->vlink;
}
//
// kill the killtargets
//
name = KillTarget();
if ( name && strcmp( name, "" ) )
{
num = 0;
do
{
num = G_FindTarget( num, name );
if ( !num )
{
break;
}
ent = G_GetEntity( num );
ent->PostEvent( EV_Remove, 0 );
}
while ( 1 );
}
//
// fire targets
//
name = Target();
if ( name && strcmp( name, "" ) )
{
num = 0;
do
{
num = G_FindTarget( num, name );
if ( !num )
{
break;
}
ent = G_GetEntity( num );
event = new Event( EV_Activate );
event->AddEntity( attacker );
ent->ProcessEvent( event );
}
while ( 1 );
}
PostEvent( EV_Remove, 0 );
}
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -